Apheirox

Apheirox

Joined Member # 2451718
4 Posts 34 Replies 3,248 Reputation

Is it a shameless money grab? Most definitely. Is the new content as bad as you think? No. The new planet types add a bit more variety. It has annoyed me since original Sins that there were so few types. Well, here they finally are years later - if you're willing to pay for them, that is. One could also, of course, download one of the numerous mods by talented individuals and get this and much more absolutely free. The new specialization system does

14 Replies 19,137 Views

So now that I've seen a Barren planet myself ingame, I reached the same conclusion - possibly overpowered: https://forums.sinsofasolarempire.com/445417/page/1/#3368166 Basically, it's not just the abundance of logistical slots - Barren planets have a number of other features that make them really good: They require no research to colonize, are sometimes very crystal-rich (these two f

28 Replies 33,380 Views

From what little I've seen so far: Ocean planets: - A strictly worse kind of Terran planet that supports less population, which of course means it's still very, very good. - Strongly encourages social specialization to leverage the high base population as well as the increased number of social upgrades available. - Same number of logistical slots as Terran Ferrous planets: - Metal galore. It's very much

8 Replies 63,144 Views

[quote who="Omega64" reply="24" id="3368076"] I wish there was a bit more incentive to industrialize. The industrial bonuses as they stand don't appear to be anywhere near what the civilian ones are. I wonder.... does anyone else think adding something like a +4 logistic slot bonus for each level of industry specialization help balance things a bit? What about a resource extraction or refinery bonus in addition to trade? Also, I'm a bit confused as to why these roles

56 Replies 72,676 Views

People want the pirates stronger ? I'll have try to get hold of a thread arguing for that as that must require some ideas that are completely foreign to me. They are pirates , I believe, not a Sword of the Stars style grand menace. If some players want a grand menace, I believe they should be asking for that, not to have the pirates converted into one. I'd be fine with a powerful NPC Vasari remnant fleet occupying parts of the galaxy, but surely pira

58 Replies 59,362 Views

See this thread: https://forums.sinsofasolarempire.com/445384 - some good observations were made in the later posts. Much of it will depend on the distance from the capital planet. Even if it has a high base population, if planet allegiance is low it might not be worthwhile to sink any money into specializing it into social. The trade port economy doesn't suffer from this problem,

56 Replies 72,676 Views

We'll need to get some hard math down on this. I haven't looked into it enough yet to be able to put down a verdict, but my gut feeling is the industrial specialization is going to be too good compared to the social one and will need a nerf. I also find it very strange to have this feature be included as part of a DLC rather than the actual game itself. This specialization system is going to entirely change how the economy works - is that really something you wa

56 Replies 72,676 Views

[quote who="ARESIV" reply="6" id="3318450"] The main problem with the heavy cruiser is that there are just a few to many things that hard counter them: Carriers with bombers Starbase Titan [/quote] ... Which is interesting, since heavy cruisers were intended to counter capital ships (and probably starbases and titans, as well).

59 Replies 172,619 Views

[quote who="ARESIV" reply="8" id="3367715"] And come on.... 5 pathetic dollars.[/quote] Sure, 5 dollars on top of the pile we've already sent them for four different versions of the same game. It's just 5 dollars, right? And another 5. And another 5. Come on, it's just 5 dollars! ... On the flipside, you modders should be a bit better at seeing it from the OP's point, as somebody who doesn't have ins

23 Replies 19,616 Views

[quote who="Seleuceia" reply="5" id="3367683"] Economically, deserts outperform terrans...[/quote] I haven't done the math on the new 'planetary specializations' yet, but I want to point out you aren't factoring this in. 'Social' planets can now have a ludicrous amount of population on 'green' planets. However, I suppose industrial planets provide an enormous bonus to trade, as well (I'm already fairly sure neither

28 Replies 33,380 Views

This is probably one of the things that it's best not to think about - you're not going to find a reasonable explanation for the abundance of slots, Bacon. What really happened is StarDock couldn't come up with a good and original idea for a planet type that would fit into the game so they went with 'barren' - because hey, why not, and many other games have barren planets as well. And then, to make it different and not-just-a-strictly-worse-type-planet from t

28 Replies 33,380 Views

Happy to see a patch - those are always welcome! Also, it looks like many of the changes are very sound. You've finally lowered the cost of planetary exploration - this should have happened ages ago, but better late than never! Also, very excited to see the artifacts finally gain the status as game-changing. However, I remain disappointed that so many of the issues the community keep bringing up remain unaddressed. For instance, there are no changes to

58 Replies 59,362 Views

I also dislike the IPLAYTOWINONLYONEONEONE!!! mentality. The majority of people I meet across online gaming sessions seem to forget it's just that - games. There's a difference between trying to play well and OCD'ing into this winatallcosts style thinking. This is a refreshing change! :) If you see me online, I'm your man.

34 Replies 82,559 Views

This is solid advice you've been given, there's little to add. I think the only thing to point out is that it's important you're upbeat on those colony ships. As soon as the planet is relatively safe, send in the colonizer. The idea is it doesn't matter much if it takes some damage, it just has to survive. Every little moment you can send it in sooner is getting the colony up and running that much earlier. The main thing to look out for are the militia siege friga

11 Replies 8,936 Views

[quote who="ARESIV" reply="9" id="3303205"] The Antorak does very little for a rush strategy and it will loose to most other capships your enemy is going to field at this time.[/quote] The Antorak 1) Gets your fleet to the enemy faster 2) Let's your fleet outmaneuver the opponent's, useful for letting your fragile siege ships avoid defenders 2) Has a skill (subversion) meant precisely to lock down opponent's production so they can't keep up

26 Replies 22,612 Views

[quote who="GoaFan77" reply="6" id="3303144"] Quoting Apheirox, reply 5What is your take on the Advent, GoaFan? No, what I have an issue with is this line. Quoting Apheirox, reply 5They are still TEC, however, so the general defensive doctrine still applies. The TEC base faction is not necessarily defensive. With things like the Sova Carrier's embargo and efficient low level frigates, they can be one of the best rush factions. TEC Rebels just h

26 Replies 22,612 Views

[quote who="D00my88" reply="3" id="3303001"]i wont speak about vasari, their economy sucks until mid game when tjhey can feld engouh trade post and cultural network. the only thing that help early vasari players is their neutral extractor easy taking, but this only works on randomly generated maps because most scenario maps tend to dont have a lot of these things. Vasari economy is the harder to play. [/quote] The deal with Vasari is they have the weaker economy in th

26 Replies 22,612 Views

[quote who="GoaFan77" reply="2" id="3302971"] Quoting bilun, reply 1You're spot on on TEC being the strongest economically, but they are not given to turtling/defense as you seem to think(wells etting aside the loyalists- I'm only talking about general TEC tools available to both factions)> I agree. The turtling only applies to the TEC Loyalists. The Rebels access to truce amongst rogues allows them to move around the map at will if researched early enough. The earn

26 Replies 22,612 Views

I think it would be interesting to chart up what the 'role' of each race/faction is in terms of the metagame. By metagame I here mean things like how the TEC are geared towards defensive, economy-focused play and how they should therefore typically adopt a playstyle where they attempt to maximize these traits in their play. I'll start out providing my analysis of each race and faction but I'd appreciate to have some of the much more experience

26 Replies 22,612 Views

Haven't read thread, but a simple suggestion: Try turning down gfx settings when playing these 'huge' sessions and see if things improve. I think a smooth play is more important than having the graphics look absolutely pristine (especially since you'll often be looking at the ships from a distance and they'll be just an icon, anyway).

20 Replies 19,950 Views

[quote quoting="post"] I realize they add a strategic component to the game but I don't think it fits within the fictional universe very well. A universe that makes no sense isn't fun. I do basically agree with a single phase line between star systems, that seems to make more sense than between planets.[/quote] So because the game has phase lines and you can't just fly from any one planet to another, the game isn't fun? Gotcha.

8 Replies 17,383 Views